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C++ NodeRefPtr类代码示例

本文整理汇总了C++中NodeRefPtr的典型用法代码示例。如果您正苦于以下问题:C++ NodeRefPtr类的具体用法?C++ NodeRefPtr怎么用?C++ NodeRefPtr使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了NodeRefPtr类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: compare

void
Tree::search_recursive(const ResourceName &resName,
		       const NodeRefPtr node,
		       std::vector<PDRefCntPtr> &results,
		       bool usePatterns) const {

    am_resource_match_t compRes;
    compRes = compare(node->getPolicyDecision()->getName(),
		      resName,
		      usePatterns);

    std::list<NodeRefPtr>::const_iterator iter;
    switch(compRes) {
    case AM_EXACT_MATCH:
	results.push_back(node->getPolicyDecision());
	break;
    case AM_EXACT_PATTERN_MATCH:
	results.push_back(node->getPolicyDecision());
	// fall through to the following
    case AM_SUB_RESOURCE_MATCH:
    case AM_NO_MATCH:
	for(iter = node->begin(); iter != node->end(); iter++) {
	    search_recursive(resName, *iter, results, usePatterns);
	}
	break;
    default:
	break;
    }
    return;
}
开发者ID:,项目名称:,代码行数:30,代码来源:

示例2: MakeChain

static
NodeRefPtr MakeChain(size_t n) {
    if (n == 0)
        return TfNullPtr;
    else {
        NodeRefPtr root = Node::New();
        root->SetChild(MakeChain(n-1));
        return root;
    }
}
开发者ID:PixarAnimationStudios,项目名称:USD,代码行数:10,代码来源:refPtr.cpp

示例3: find

bool
Tree::markStale(const ResourceName & resName, bool recursive) {
    SearchResult result = find(rootNode, resName, false);

    if(result.first == AM_EXACT_MATCH) {
	NodeRefPtr delNode = result.second;
	delNode->markNodeStale(recursive);
	return true;
    }
    return false;
}
开发者ID:,项目名称:,代码行数:11,代码来源:

示例4: removeNode

void SceneGraphTreeModel::removeNode(NodeUnrecPtr nodeToBeRemoved)
{

    NodeRefPtr parent = nodeToBeRemoved->getParent();

    TreePath pathOfNode = createPath(nodeToBeRemoved);
    if(parent!=NULL)
    {
        UInt32 ChildIndex(parent->findChild(nodeToBeRemoved));


        produceTreeNodesWillBeRemoved(pathOfNode.getParentPath(),std::vector<UInt32>(1, ChildIndex),std::vector<boost::any>(1, nodeToBeRemoved));
        parent->subChild(nodeToBeRemoved);
        produceTreeNodesRemoved(pathOfNode.getParentPath(),std::vector<UInt32>(1, ChildIndex),std::vector<boost::any>(1, nodeToBeRemoved));

        if(parent->getNChildren() == 0)
        {
            if(parent->getParent() != NULL)
            {
                std::vector<UInt32> childIndices;
                childIndices.push_back(parent->getParent()->findChild(parent));
                std::vector<boost::any> ChildUserObjects;
                for(UInt32 i(0) ; i< childIndices.size() ; ++i)
                {
                    ChildUserObjects.push_back(boost::any(NodeUnrecPtr(parent->getParent()->getChild(childIndices[i]))));
                }
                produceTreeNodesChanged(createPath(parent->getParent()), childIndices, ChildUserObjects);
            }
        }
    }
}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:31,代码来源:OSGSceneGraphTreeModel.cpp

示例5: showAll

void showAll(PerspectiveCameraRefPtr TheCamera, NodeRefPtr Scene, Vec3f Up)
{
    //Make sure the volume is up to date for the Scene
    Scene->updateVolume();

    //Get the Minimum and Maximum bounds of the volume
    Vec3f min,max;
    Scene->getVolume().getBounds( min, max );
    Vec3f d = max - min;

    if(d.length() < Eps) //The volume is 0
    {
        //Default to a 1x1x1 box volume
        min.setValues(-0.5f,-0.5f,-0.5f);
        max.setValues( 0.5f, 0.5f, 0.5f);
        d = max - min;
    }

    Real32 dist = osgMax(d[0],d[1]) / (2 * osgTan(TheCamera->getFov() / 2.f));

    Pnt3f at((min[0] + max[0]) * .5f,(min[1] + max[1]) * .5f,(min[2] + max[2]) * .5f);
    Pnt3f from=at;
    from[2]+=(dist+fabs(max[2]-min[2])*0.5f); 

    //If the Camera Beacon is a node with a transfrom core
    if(TheCamera->getBeacon() != NULL &&
       TheCamera->getBeacon()->getCore() != NULL &&
       TheCamera->getBeacon()->getCore()->getType().isDerivedFrom(Transform::getClassType()))
    {
        Matrix m;

        if(!MatrixLookAt(m, from, at, Up))
        {
            dynamic_cast<Transform*>(TheCamera->getBeacon()->getCore())->setMatrix(m);
        }
    }

    //Set the camera to go from 1% of the object to 10 times its size
    Real32 diag = osgMax(osgMax(d[0], d[1]), d[2]);
    TheCamera->setNear (diag / 100.f);
    TheCamera->setFar  (10 * diag);
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:42,代码来源:OSGCameraUtils.cpp

示例6: buildBox

//////////////////////////////////////////////////////////////////////////
//! build a box
//////////////////////////////////////////////////////////////////////////
void buildBox(void)
{
    Vec3f Lengths((Real32)(rand()%2)+1.0, (Real32)(rand()%2)+1.0, (Real32)(rand()%2)+1.0);
    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    NodeRefPtr boxNode = makeBox(Lengths.x(), Lengths.y(), Lengths.z(), 1, 1, 1);
    box = dynamic_cast<Geometry*>(boxNode->getCore());
    SimpleMaterialRefPtr box_mat = SimpleMaterial::create();
    box_mat->setAmbient(Color3f(0.0,0.0,0.0));
    box_mat->setDiffuse(Color3f(0.0,1.0 ,0.0));

    box->setMaterial(box_mat);

    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    Real32 randX = (Real32)(rand()%10)-5.0;
    Real32 randY = (Real32)(rand()%10)-5.0;
    m.setTranslate(randX, randY, 10.0);
    boxTrans->setMatrix(m);


    //create ODE data
    PhysicsBodyRefPtr boxBody = PhysicsBody::create(physicsWorld);
    boxBody->setPosition(Vec3f(randX, randY, 10.0));

    boxBody->setBoxMass(1.0, Lengths.x(), Lengths.y(), Lengths.z());
    //std::cout << "mass: "                << boxBody->getMass()                    << std::endl
    //<< "massCenterOfGravity: " << boxBody->getMassCenterOfGravity().x() << ", "      << boxBody->getMassCenterOfGravity().y() << ", " << boxBody->getMassCenterOfGravity().z() << std::endl
    //<< "massInertiaTensor: "   << std::endl
    //<< boxBody->getMassInertiaTensor()[0][0] << " "<< boxBody->getMassInertiaTensor()[0][1] << " "<< boxBody->getMassInertiaTensor()[0][2] << " "   << boxBody->getMassInertiaTensor()[0][3] << std::endl
    //<< boxBody->getMassInertiaTensor()[1][0] << " "<< boxBody->getMassInertiaTensor()[1][1] << " "<< boxBody->getMassInertiaTensor()[1][2] << " "   << boxBody->getMassInertiaTensor()[1][3] << std::endl
    //<< boxBody->getMassInertiaTensor()[2][0] << " "<< boxBody->getMassInertiaTensor()[2][1] << " "<< boxBody->getMassInertiaTensor()[2][2] << " "   << boxBody->getMassInertiaTensor()[2][3] << std::endl
    //<< boxBody->getMassInertiaTensor()[3][0] << " "<< boxBody->getMassInertiaTensor()[3][1] << " "<< boxBody->getMassInertiaTensor()[3][2] << " "   << boxBody->getMassInertiaTensor()[3][3] << std::endl
    //<< std::endl;

    PhysicsBoxGeomRefPtr boxGeom = PhysicsBoxGeom::create();
    boxGeom->setBody(boxBody);
    boxGeom->setSpace(physicsSpace);
    boxGeom->setLengths(Lengths);


    //add attachments
    boxNode->addAttachment(boxGeom);
    boxTransNode->addAttachment(boxBody);
    boxTransNode->addChild(boxNode);


    //add to SceneGraph
    spaceGroupNode->addChild(boxTransNode);

    commitChanges();

}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:58,代码来源:01SimplePhysics.cpp

示例7: buildTriMesh

//////////////////////////////////////////////////////////////////////////
//! trimesh defined by filenode will be loaded
//////////////////////////////////////////////////////////////////////////
void buildTriMesh(void)
{
    NodeRefPtr tri = cloneTree(TriGeometryBase);
    if(tri!=NULL)
    {
        GeometryRefPtr triGeo = dynamic_cast<Geometry*>(tri->getCore()); 
        Matrix m;
        SimpleMaterialRefPtr tri_mat = SimpleMaterial::create();
        tri_mat->setAmbient(Color3f(0.1,0.1,0.2));
        tri_mat->setDiffuse(Color3f(1.0,0.1,0.7));

        triGeo->setMaterial(tri_mat);
        TransformRefPtr triTrans;
        NodeRefPtr triTransNode = makeCoredNode<Transform>(&triTrans);
        m.setIdentity();
        Real32 randX = (Real32)(rand()%10)-5.0;
        Real32 randY = (Real32)(rand()%10)-5.0;
        m.setTranslate(randX, randY, 18.0);
        triTrans->setMatrix(m);

        //create ODE data
        Vec3f GeometryBounds(calcMinGeometryBounds(triGeo));
        PhysicsBodyRefPtr triBody = PhysicsBody::create(physicsWorld);
        triBody->setPosition(Vec3f(randX, randY, 18.0));
        triBody->setLinearDamping(0.0001);
        triBody->setAngularDamping(0.0001);

        triBody->setBoxMass(1.0,GeometryBounds.x(), GeometryBounds.y(), GeometryBounds.z());
        PhysicsGeomRefPtr triGeom;
        if(true)
        {
            triGeom = PhysicsTriMeshGeom::create();
            triGeom->setBody(triBody);
            //add geom to space for collision
            triGeom->setSpace(physicsSpace);
            //set the geometryNode to fill the ode-triMesh
            NodeRefPtr TorusGeometryNode(makeTorus(0.55, 1.05, 6, 6));
            dynamic_pointer_cast<PhysicsTriMeshGeom>(triGeom)->setGeometryNode(TorusGeometryNode);
        }

        //add attachments
        tri->addAttachment(triGeom);
        triTransNode->addAttachment(triBody);
        //add to SceneGraph
        triTransNode->addChild(tri);
        spaceGroupNode->addChild(triTransNode);
    }
    else
    {
        SLOG << "Could not read MeshData!" << endLog;
    }

    commitChanges();
}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:57,代码来源:01SimplePhysics.cpp

示例8: buildShip

//////////////////////////////////////////////////////////////////////////
//! build a ship
//////////////////////////////////////////////////////////////////////////
PhysicsBodyRefPtr buildShip(Vec3f Dimensions, Pnt3f Position)
{
    Real32 Radius(osgMax(Dimensions.x(), Dimensions.y())/2.0f);
    Real32 Length(Dimensions.z() - 2.0f*Radius);

    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    NodeRefPtr boxNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    box = dynamic_cast<Geometry*>(boxNode->getCore());
    SimpleMaterialRefPtr box_mat = SimpleMaterial::create();
        box_mat->setAmbient(Color3f(0.0,0.0,0.0));
        box_mat->setDiffuse(Color3f(1.0,1.0 ,0.0));
        box->setMaterial(box_mat);
    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    m.setTranslate(Position - Vec3f(0.0f,0.0f,0.5f*Dimensions.z()));
        boxTrans->setMatrix(m);

        for(UInt32 i(0) ; i<box->getPositions()->size() ; ++i)
        {
            box->getPositions()->setValue<Pnt3f>(box->getPositions()->getValue<Pnt3f>(i) + Vec3f(0.0,0.0,Dimensions.z()/2.0f),i);
        }


    //create ODE data

    PhysicsBodyRefPtr CapsuleBody = PhysicsBody::create(physicsWorld);
        CapsuleBody->setPosition(Vec3f(Position - Vec3f(0.0f,0.0f,0.5f*Dimensions.z())));
        CapsuleBody->setLinearDamping(0.01);
        CapsuleBody->setMaxAngularSpeed(0.0);
    CapsuleBody->setCapsuleMass(1.0,3,Radius, Length);

    PhysicsCapsuleGeomRefPtr CapsuleGeom = PhysicsCapsuleGeom::create();
        CapsuleGeom->setBody(CapsuleBody);
        CapsuleGeom->setOffsetPosition(Vec3f(0.0f,0.0f,0.5f*Dimensions.z()));
        CapsuleGeom->setSpace(hashSpace);
        CapsuleGeom->setRadius(Radius);
        CapsuleGeom->setLength(Length);

    //add attachments
        boxNode->addAttachment(CapsuleGeom);
        boxTransNode->addAttachment(CapsuleBody);
        boxTransNode->addChild(boxNode);

    //add to SceneGraph
        spaceGroupNode->addChild(boxTransNode);

    commitChanges();

    return CapsuleBody;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:56,代码来源:04ZeroGravityShip.cpp

示例9: buildSphere

//////////////////////////////////////////////////////////////////////////
//! build a sphere
//////////////////////////////////////////////////////////////////////////
void buildSphere(void)
{
    Real32 Radius((Real32)(rand()%2)*0.5+0.5);
    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr sphere;
    NodeRefPtr sphereNode = makeSphere(2, Radius);
    sphere = dynamic_cast<Geometry*>(sphereNode->getCore());
    SimpleMaterialRefPtr sphere_mat = SimpleMaterial::create();
    sphere_mat->setAmbient(Color3f(0.0,0.0,0.0));
    sphere_mat->setDiffuse(Color3f(0.0,0.0,1.0));

    sphere->setMaterial(sphere_mat);

    TransformRefPtr sphereTrans;
    NodeRefPtr sphereTransNode = makeCoredNode<Transform>(&sphereTrans);
    m.setIdentity();
    Real32 randX = (Real32)(rand()%10)-5.0;
    Real32 randY = (Real32)(rand()%10)-5.0;
    m.setTranslate(randX, randY, 10.0);
    sphereTrans->setMatrix(m);

    //create ODE data
    PhysicsBodyRefPtr sphereBody = PhysicsBody::create(physicsWorld);
    sphereBody->setPosition(Vec3f(randX, randY, 10.0));
    sphereBody->setAngularDamping(0.0001);

    sphereBody->setSphereMass(1.0,Radius);

    PhysicsSphereGeomRefPtr sphereGeom = PhysicsSphereGeom::create();
    sphereGeom->setBody(sphereBody);
    sphereGeom->setSpace(physicsSpace);
    sphereGeom->setRadius(Radius);


    //add attachments
    sphereNode->addAttachment(sphereGeom);

    sphereTransNode->addAttachment(sphereBody);
    sphereTransNode->addChild(sphereNode);

    //add to SceneGraph
    spaceGroupNode->addChild(sphereTransNode);

    commitChanges();
}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:49,代码来源:01SimplePhysics.cpp

示例10: buildCharacter

//////////////////////////////////////////////////////////////////////////
//! build a character
//////////////////////////////////////////////////////////////////////////
PhysicsBodyRefPtr buildCharacter(Vec3f Dimensions,
                                 Pnt3f Position,
                                 Node* const spaceGroupNode,
                                 PhysicsWorld* const physicsWorld,
                                 PhysicsHashSpace* const physicsSpace
                                 )
{
    Real32 Radius(osgMax(Dimensions.x(), Dimensions.y())/2.0f);
    Real32 Length(Dimensions.z() - 2.0f*Radius);

    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    //NodeRefPtr characterNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    NodeRefPtr characterNode = SceneFileHandler::the()->read("Data/Jack.osb");
    if(characterNode == NULL)
    {
        characterNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    }
    box = dynamic_cast<Geometry*>(characterNode->getCore());
    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    m.setTranslate(Position);
    boxTrans->setMatrix(m);

    //create ODE data
    PhysicsBodyRefPtr boxBody = PhysicsBody::create(physicsWorld);
    boxBody->setPosition(Vec3f(Position));
    //boxBody->setLinearDamping(0.001);
    //boxBody->setAngularDamping(0.001);
    boxBody->setMaxAngularSpeed(0.0);
    boxBody->setCapsuleMass(1.0,3,Radius, Length);

    PhysicsCapsuleGeomRefPtr CapsuleGeom = PhysicsCapsuleGeom::create();
    CapsuleGeom->setBody(boxBody);
    CapsuleGeom->setSpace(physicsSpace);
    CapsuleGeom->setRadius(Radius);
    CapsuleGeom->setLength(Length);

    //add attachments
    characterNode->addAttachment(CapsuleGeom);
    boxTransNode->addAttachment(boxBody);
    boxTransNode->addChild(characterNode);

    //add to SceneGraph
    spaceGroupNode->addChild(boxTransNode);
    commitChanges();

    return boxBody;
}
开发者ID:achvas88,项目名称:OpenSGToolbox,代码行数:54,代码来源:03CharacterTerrain.cpp

示例11: invalid_argument

/* Throws std::invalid_argument if any argument is invalid */
void
Tree::addSubNodes(NodeRefPtr parent, XMLElement &thisNode,
		  KVMRefCntPtr env)
{
    string resName;
    if(thisNode.isNamed(RESOURCE_RESULT) &&
       thisNode.getAttributeValue(NAME, resName)) {
	XMLElement decn;
	NodeRefPtr newNode;
	if(thisNode.getSubElement(POLICY_DECISION, decn)) {
	    PDRefCntPtr decision =
		PolicyDecision::construct_policy_decision(resName, decn,
							  env);

	    newNode = new Node(parent, decision);

	    // If the parent is NULL, then this is the root Node.
	    if(parent != NULL) {
		parent->addNode(newNode);
	    } else {
		rootNode = newNode;
	    }

	} else {
	    throw std::invalid_argument("Tree:addSubNodes(...) Cannot find "
					"Policy Decision node under resource "
					"result.");
	}

	XMLElement subElems;
	if(thisNode.getSubElement(RESOURCE_RESULT, subElems)) {
	    for(;subElems.isValid(); subElems.nextSibling(RESOURCE_RESULT)) {
		addSubNodes(newNode, subElems, env);
	    }
	}
    } else {
      throw std::invalid_argument("Tree::addSubNodes(...) has an invalid XML as input.");
    }
}
开发者ID:,项目名称:,代码行数:40,代码来源:

示例12: buildBox

//////////////////////////////////////////////////////////////////////////
//! build a box
//////////////////////////////////////////////////////////////////////////
PhysicsBodyRefPtr buildBox(Vec3f Dimensions, Pnt3f Position)
{
    Matrix m;
    //create OpenSG mesh
    GeometryRefPtr box;
    NodeRefPtr boxNode = makeBox(Dimensions.x(), Dimensions.y(), Dimensions.z(), 1, 1, 1);
    box = dynamic_cast<Geometry*>(boxNode->getCore());
    SimpleMaterialRefPtr box_mat = SimpleMaterial::create();
        box_mat->setAmbient(Color3f(0.0,0.0,0.0));
        box_mat->setDiffuse(Color3f(0.0,1.0 ,1.0));
        box->setMaterial(box_mat);
    TransformRefPtr boxTrans;
    NodeRefPtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
    m.setIdentity();
    m.setTranslate(Position);
        boxTrans->setMatrix(m);

    //create ODE data
    PhysicsBodyRefPtr boxBody = PhysicsBody::create(physicsWorld);
        boxBody->setPosition(Vec3f(Position));
        boxBody->setLinearDamping(0.001);
        boxBody->setAngularDamping(0.001);
    boxBody->setBoxMass(1.0,Dimensions.x(), Dimensions.y(), Dimensions.z());

    PhysicsBoxGeomRefPtr boxGeom = PhysicsBoxGeom::create();
        boxGeom->setBody(boxBody);
        boxGeom->setSpace(hashSpace);
        boxGeom->setLengths(Dimensions);

    //add attachments
        boxNode->addAttachment(boxGeom);
        boxTransNode->addAttachment(boxBody);
        boxTransNode->addChild(boxNode);

    //add to SceneGraph
        spaceGroupNode->addChild(boxTransNode);

    commitChanges();

    return boxBody;
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:44,代码来源:04ZeroGravityShip.cpp

示例13: newNode

bool
Tree::insertBelow(NodeRefPtr parent, PDRefCntPtr &elem) {
    std::list<NodeRefPtr>::iterator iter;
    NodeRefPtr newNode(new Node(parent, elem));

    // add the subordinate nodes of newNode under
    // new node.  In the next loop, we iterate nodes
    // under new node and remove them from parent.
    // Reason: if we remove nodes under parent in this
    // loop, iterator becomes invalid.
    ScopeLock myLock(treeLock);
    for(iter = parent->begin(); iter != parent->end(); iter++) {
	NodeRefPtr node = *iter;
	PDRefCntPtr data = node->getPolicyDecision();
	switch(compare(data->getName(), elem->getName(), false)) {
	case AM_EXACT_MATCH:
	case AM_SUB_RESOURCE_MATCH:
	    return false;

	case AM_NO_MATCH:
	    break;
	case AM_SUPER_RESOURCE_MATCH:
	    newNode->addNode(node);
	    break;
	}
    }

    for(iter = newNode->begin(); iter != newNode->end(); iter++) {
	NodeRefPtr node = *iter;
	parent->remove(node);
    }

    parent->addNode(newNode);

    return true;
}
开发者ID:,项目名称:,代码行数:36,代码来源:

示例14: main

// Initialize GLUT & OpenSG and set up the rootNode
int main(int argc, char **argv)
{
    // OSG init
    osgInit(argc,argv);

    // Set up Window
    TutorialWindow = createNativeWindow();
    TutorialWindow->initWindow();

    TutorialWindow->setDisplayCallback(display);
    TutorialWindow->setReshapeCallback(reshape);

    TutorialKeyListener TheKeyListener;
    TutorialWindow->addKeyListener(&TheKeyListener);
    TutorialMouseListener TheTutorialMouseListener;
    TutorialMouseMotionListener TheTutorialMouseMotionListener;
    TutorialWindow->addMouseListener(&TheTutorialMouseListener);
    TutorialWindow->addMouseMotionListener(&TheTutorialMouseMotionListener);
	TutorialUpdateListener TheTutorialUpdateListener;
    TutorialWindow->addUpdateListener(&TheTutorialUpdateListener);


    // Create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

	
    // Tell the Manager what to manage
    mgr->setWindow(TutorialWindow);

    //Make Main Scene Node
	NodeRefPtr scene = makeCoredNode<Group>();
    setName(scene, "scene");
    rootNode = Node::create();
    setName(rootNode, "rootNode");
    ComponentTransformRefPtr Trans;
    Trans = ComponentTransform::create();
    {
        rootNode->setCore(Trans);
 
        // add the torus as a child
        rootNode->addChild(scene);
    }

    //Make The Physics Characteristics Node
    PhysicsCharacteristicsDrawableUnrecPtr PhysDrawable = PhysicsCharacteristicsDrawable::create();
        PhysDrawable->setRoot(rootNode);

	PhysDrawableNode = Node::create();
    PhysDrawableNode->setCore(PhysDrawable);
    PhysDrawableNode->setTravMask(TypeTraits<UInt32>::getMin());

    rootNode->addChild(PhysDrawableNode);

    //Light Beacon
    NodeRefPtr TutorialLightBeacon = makeCoredNode<Transform>();

    //Light Node
    DirectionalLightRefPtr TutorialLight = DirectionalLight::create();
    TutorialLight->setDirection(0.0,0.0,-1.0);
    TutorialLight->setBeacon(TutorialLightBeacon);

    NodeRefPtr TutorialLightNode = Node::create();
    TutorialLightNode->setCore(TutorialLight);

    scene->addChild(TutorialLightNode);
    scene->addChild(TutorialLightBeacon);


    //Setup Physics Scene
    physicsWorld = PhysicsWorld::create();
        physicsWorld->setWorldContactSurfaceLayer(0.01);
        physicsWorld->setAutoDisableFlag(1);
        physicsWorld->setAutoDisableTime(0.75);
        physicsWorld->setWorldContactMaxCorrectingVel(1.0);
        //physicsWorld->setGravity(Vec3f(0.0, 0.0, -9.81));
        //physicsWorld->setCfm(0.001);
        //physicsWorld->setErp(0.2);

    hashSpace = PhysicsHashSpace::create();

    physHandler = PhysicsHandler::create();
        physHandler->setWorld(physicsWorld);
        physHandler->pushToSpaces(hashSpace);
        physHandler->setUpdateNode(rootNode);
    physHandler->attachUpdateProducer(TutorialWindow->editEventProducer());
    

        rootNode->addAttachment(physHandler);    
        rootNode->addAttachment(physicsWorld);
        rootNode->addAttachment(hashSpace);


	/************************************************************************/
	/* create spaces, geoms and bodys                                                                     */
	/************************************************************************/
    //create a group for our space
    GroupRefPtr spaceGroup;
	spaceGroupNode = makeCoredNode<Group>(&spaceGroup);
	//add Attachments to nodes...
//.........这里部分代码省略.........
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:101,代码来源:04ZeroGravityShip.cpp

示例15: renderSceneToTexture

OSG_USING_NAMESPACE

void renderSceneToTexture(Scene* const TheScene,
                          TextureObjChunk* const ColorTexture,
                          Window* const TheWindow,
                          RenderAction* TheRenderAction)
{
    //Create an FBO to render the Scene's Viewport(s) into

    FrameBufferObjectRecPtr SceneFBO         = FrameBufferObject::create();
    TextureBufferRecPtr     FBOTextureBuffer = TextureBuffer    ::create();
    RenderBufferRecPtr      FBODepthBuffer   = RenderBuffer     ::create();


    //Attache the Texture to the TexureBuffer
    FBOTextureBuffer->setTexture(ColorTexture);

    // add a depth attachment, otherwise there is no depth buffer when
    // rendering to the FBO
    FBODepthBuffer->setInternalFormat(GL_DEPTH_COMPONENT24);

    // make the fbo render to the texture
    SceneFBO->setColorAttachment(FBOTextureBuffer,   0);
    SceneFBO->setDepthAttachment(FBODepthBuffer   );
    SceneFBO->editMFDrawBuffers()->push_back(GL_COLOR_ATTACHMENT0_EXT);
    SceneFBO->setWidth (FBOTextureBuffer->getTexture()->getImage()->getWidth() );
    SceneFBO->setHeight(FBOTextureBuffer->getTexture()->getImage()->getHeight());


    /*
        Next we set up a Stage, which renders the subtree below it to its
        render target (the FBO from above).
    */

    SimpleStageRefPtr SceneStage     = SimpleStage::create();
    NodeRefPtr        SceneStageNode = makeNodeFor(SceneStage);

    ViewportRecPtr SceneViewport(TheScene->getPrimaryViewport());
    SceneStage->setRenderTarget(SceneFBO);
    SceneStage->setLeft(SceneViewport->getLeft());
    SceneStage->setRight(SceneViewport->getRight());
    SceneStage->setTop(SceneViewport->getTop());
    SceneStage->setBottom(SceneViewport->getBottom());
    SceneStage->setCamera(SceneViewport->getCamera());
    SceneStage->setBackground(SceneViewport->getBackground());

    for(UInt32 i(0) ; i<SceneViewport->getMFForegrounds()->size() ; ++i)
    {
        SceneStage->pushToForegrounds(SceneViewport->getForegrounds(i));
    }

    SceneStageNode->addChild(SceneViewport->getRoot());

    NodeRecPtr ThumbRootNode = makeCoredNode<Group>();
    ThumbRootNode->addChild(SceneStageNode);

    CameraRecPtr ThumbCamera = MatrixCamera::create();
    ThumbCamera->setBeacon(ThumbRootNode);

    BackgroundRecPtr ThumbBackground = PassiveBackground::create();

    //Create a dummy Viewport for attaching to the window
    ViewportRecPtr ThumbViewport = Viewport::create();
    ThumbViewport->setBackground(ThumbBackground);
    ThumbViewport->setRoot(ThumbRootNode);
    ThumbViewport->setCamera(ThumbCamera);

    //Get all of the original TravMasks of the Viewports on the window
    //Set all of the TravMasks of the Viewports on the window to 0
    std::vector<UInt32> OrigTravMasks;
    OrigTravMasks.reserve(TheWindow->getMFPort()->size());
    for(UInt32 i(0) ; i<TheWindow->getMFPort()->size() ; ++i)
    {
        OrigTravMasks.push_back(TheWindow->getPort(i)->getTravMask());

        TheWindow->getPort(i)->setTravMask(0);
    }

    //Attach the Viewport to the Window
    TheWindow->addPort(ThumbViewport);

    //Draw the window
    TheWindow->render(TheRenderAction);

    //Detach the Viewport from the Window
    TheWindow->subPortByObj(ThumbViewport);

    //Reset all of the original TravMasks of the Viewports on the window
    for(UInt32 i(0) ; i<TheWindow->getMFPort()->size() ; ++i)
    {
        TheWindow->getPort(i)->setTravMask(OrigTravMasks[i]);
    }
}
开发者ID:pjcamp,项目名称:KabalaEngine,代码行数:93,代码来源:KESceneDrawUtils.cpp


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